This measures the time to kill of every gun in the BFV in frames (assuming 60Hz, one frame = 16.66ms), using 100,000 samples of 15 round bursts across a variety of ranges. If a gun does not have 15 rounds in the magazine, it assumes a burst length equal to magazine size.

If you just want to see what weapons to use, skip to the bottom.

How to read the charts, and other notes:

The hitrater assumes perfect control of vertical recoil, aimed at center mass.

Each picture has four charts are concatenated into one. The top two charts are for aimed down sights fire, and the bottom two are for hipfire.

The left two charts measure the gun with full upgrades on the left side of the specialization tree (hipfire upgrades, rapid fire, etc.).

The right two charts measure the gun with full upgrades on the right side of the specialization tree (ADS accuracy upgrades, etc.).

FTK: Frames to kill. To get TTK (time to kill), just multiply numbers by 16.66. Represented in colors, designated on the right side.

E[FTK]: Expected frames to kill. A value factoring in average time to kill and the probability of the 15 round burst actually killing the target.

U[FTK]: Average frames to kill. A value that is the mean of all the instances where the gun actually killed.

Frequency: The number of times a gun killed, out of 100,000 (100K).

MMG (MG34, MG42) charts show zoomed bipod (ADS while bipoded) on the ADS charts, zoomed hipfire (hold RMB from the hip) on the hipfire charts. Unzoomed hipfire basically cannot kill at all, and is useless data.

Important note: Overture charts compared to launch are not 1:1 for hipfire. Because 4BTK was only 9m long at launch, the range axis on hipfire charts was set to 8m, 11m, 15m, etc. Now that 4BTK was increased to 10m, the range axis is now set back to 5m, 10m, 15m, etc.

As ARs and SARs largely remain unchanged, I still think ARs are still overall mediocre (except 1907, more on this later) unless you're Rela, and SARs are by far the best guns in the game, bar none. SARs maintain insane hitrate out to 140+m, do not have recoil patterns (which I think are a bad mechanic, explained by /u/Prizymshere), and do not have to burst to extend their effective range. Dump SARs (and LMGs/MMGs) at all ranges.

Welcome to the S-Tier, MAS-44. I think the MAS-44 sits alongside the Turner as the best gun in the game. Its obscene 820 m/s velocity and lower recoil than the Turner (0.8 vrec with 0.08 increase per shot for MAS-44, 0.9 vrec with 0.1 increase per shot with the Turner) makes the MAS-44 very easy to use. While the MAS-44 has a slightly lower damage model than the Turner, it maintains the same 3BTK to 50m and 4BTK onwards.

The increase to the 1907's vrec, bringing it up to 0.82 degrees, does not dethrone it as the best automatic weapon from 0-50m, especially now that it has 20 rounds per mag standard. Use the right tree if the new vrec is too much for you, left tree otherwise.

Like the VGO, the Darne sits between the MG34 and MG42 as a versatile option, with the choice between 150 rounds with 900 RPM or 200 rounds with 770 RPM. I do not wholly recommend it now, since the MG34 and 42 do everything you need MMGs to do, but once the M1919 MMG comes out, I will recommend the Darne alongside the M1919.

SMGs had their base spread decreased from 0.2 to 0.15 (0.06 to 0.05 with barrel bedding), along with a few horizontal recoil adjustments, which is a welcome change, but isn't enough to save Medic on average BFV maps. At the end of the day, Medics shouldn't be an SMG class, and further SMG spread/recoil buffs aren't necessary. Even at launch, SMGs had sufficiently good spread/recoil in order to attain good hitrates, they lacked damage. I may create a post outlining this issue in further detail in the future.

The Suomi hrec buff and Thompson hrec nerf was not necessary, in my opinion. Even before this patch, the Suomi outclassed the Thompson within 30m anyways, and continues to do so. The issue with the Suomi lies more in how erratic its recoil pattern is compared to the Thompson.

SMGs had their hipfire SIPS buffed from 0.5/0.475 with buff to 0.35/0.298, a welcome buff that makes them much more consistent within 30m. BFV moving hipfire is stronger than BF1 moving hipfire, and I would recommend hipfiring SMGs as much as possible.

The ZK-383 with extended mags may be a compelling alternative to the MP34, since it has a larger capacity, less horizontal recoil, and a bipod. Dropping to 8BTK after 70m will make this gun feel very inconsistent, despite its hitrate being stellar. I would recommend using the ZK-383 with rapid fire, despite the fact that it quadruples its hrec. At 720 RPM, it still has less hrec than the hrec-buffed Thompson, and can also take barrel bedding, making the rapid fire ZK-383 the new best versatile SMG.

My recommended picks:

A ever-fluctuating ranking list by me and /u/Prizyms will be here (current WIP with the new update).

Well, the game files have data/code for all the things you need to make these simulations. Recoil, velocity, spread etc. Or the guns wouldn't work in game. So They "simply" mine that data out of the game files.

That's how they can get stats on guns that aren't unlocked but released.

This has to be, in my opinion, one of the most useful things I’ve ever seen on here, and I didn’t understand half of it, but I screen shot the shit out of all of it to try and understand it all. It takes a much smarter guy than me to be able to do all of this, thank you so much for this brother, your the real hero. Please, keep it up.

The ZK-383 definitely has my interest. I definitely agree about the issue with the smgs. I welcome the added accuracy but that has never been the problem, the problem is sharing the same 4 btk range as all automatics and that huge 20 meter 5 btk advantage assaults and supports hold over the smgs. So assault and support completely encroach on the smgs niche and then have a 20 meter advantage where they are untouched by the smgs, just seems like shit balance to me IMO.

The SMGs niche is being able to hipfire with low spread+high accuracy in a way that even hipfire-specialized AR's could only dream of. So when you having an unexpected encounter (i.e. you're not already in ADS) at 10-30m the medic can easily win due to the other classes needing to ADS first.

SMGs had their base spread decreased from 0.2 to 0.15 (0.06 to 0.05 with barrel bedding), along with a few horizontal recoil adjustments, which is a welcome change, but isn't enough to save Medic on average BFV maps. At the end of the day, Medics shouldn't be an SMG class, and further SMG spread/recoil buffs aren't necessary. Even at launch, SMGs had sufficiently good spread/recoil in order to attain good hitrates, they lacked damage. I may create a post outlining this issue in further detail in the future.

Also fully agree with this. The problem was never recoil or range, the problem was them getting outgunned by virtually every gun except bolt actions at close range. Also agree SMG's don't belong on medic.

Medic is the only class I enjoy playing, but the open maps are a nightmare. You can’t even return fire at ranged targets, and what seems like many of the maps cater to long range engagements with less than ideal cover.

Feeling really screwed as a medic main rn. Far more than bf1, for obvious reasons.

BF1 Medic felt good regardless of map or mode because of well-balanced selection of semi-autos. Now in BFV playing Medic on maps not Devastation or Rotterdam you're subjugated to mainly spamming heals, revives, and smokes duty...which is horrible experience and poorly thought out balancing.

I don’t get why people like having a “main” class... why not just select your class based on the map, team, gameflow, what you’re trying to accomplish, etc... also I’m pretty sure you mean ‘relegated’ not ‘subjugated’ lol

I do that too. In fact, in the 300 hours+ spent on BFV, I've played at least 50 hours on my lowest played class (Recon and Support), the rest are mostly on Medic and Assault.

I'll explain what I meant earlier. If you're playing with friends or in a comp, somebody has to play a backline/ supportive role. If everybody wants to be selfish and play 4 Assaults in a squad, they absolutely can. Will they last as long as a squad with one medic at least? No they won't.

From a gameplay perspective of a Medic in wide open maps, with most engagements being from medium-long range, it's just not fun. Just be honest, when your enemies sit back in base picking people from afar, how are you supposed to kill them as a Medic? You don't. So all you can do to maximize your class is by playing your role by holding the line with your teammates by providing constant healing, revives, and smokes.

The problem is, we play Battlefield because it's a Shooter first, and what are you supposed to do if your class can't perform because the guns you're stuck with can only do well in close quarters?

It's that simple, Medics NEED better guns at range so they can hold their own in 7 out of 9 maps we have that is not Devastation or Rotterdam. We can't save other people if we can't save ourselves. Period.

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